tag:blogger.com,1999:blog-7372646503928378490.post6680974758284013163..comments2023-10-17T15:45:04.861+01:00Comments on Silver Blade Adventures: [Article] Combat ActionsAnonymoushttp://www.blogger.com/profile/05646247954542936623noreply@blogger.comBlogger13125tag:blogger.com,1999:blog-7372646503928378490.post-1492703919700876542010-02-03T18:48:54.881+00:002010-02-03T18:48:54.881+00:00Thanks, Kersus! Very good of you to do that. I sha...Thanks, Kersus! Very good of you to do that. I shall keep an eye on that thread. :)Anonymoushttps://www.blogger.com/profile/05646247954542936623noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-53282678492811849332010-02-03T03:21:49.965+00:002010-02-03T03:21:49.965+00:00I plugged the blog and home web site here @ http:/...I plugged the blog and home web site here @ http://tripleoakleaf.myfreeforum.org/sutra10010.phpKersushttps://www.blogger.com/profile/16681156995783253424noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-13038918857759124442009-05-18T14:25:00.000+01:002009-05-18T14:25:00.000+01:00Ron: We aim to please! :D
Ryan: Good question. I ...Ron: We aim to please! :D<br /><br />Ryan: Good question. I have used something like half a dozen parrying rules over the years. Probably the quickest one is to apply the number as a negative value when a character chooses to use the AD&D parry action (PHB, p. 104). So a character with 16 strength and armed with a long sword would subtract 2 from an opponent's attack roll, whilst a character with 17 strength would subtract 3 (this is obviously analogous to the normal state of affairs when the dexterity modifier and shield bonus is subtracted from the opponent's attack roll).<br /><br />I have a short article planned to discuss the subject in more depth, but in the meantime you might be interested in this thread:<br /><br /><A HREF="http://www.knights-n-knaves.com/phpbb/viewtopic.php?t=3762" REL="nofollow">Alternative Defences</A>.<br /><br />and this earlier discussion:<br /><br /><A HREF="http://www.knights-n-knaves.com/phpbb/viewtopic.php?t=1322" REL="nofollow">Parrying</A>.Anonymoushttps://www.blogger.com/profile/05646247954542936623noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-79317197728714591052009-05-18T05:39:00.000+01:002009-05-18T05:39:00.000+01:00Matthew-
As an aside, where do you keep your bloc...Matthew-<br /><br />As an aside, where do you keep your block and parry rules? They are referenced in your advanced armor document but I could not find them.DMWieghttps://www.blogger.com/profile/03682249561077936507noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-56393877845647054562009-04-29T16:45:00.000+01:002009-04-29T16:45:00.000+01:00Just wanted to say kudos on the wonderful pictures...Just wanted to say kudos on the wonderful pictures, enjoyed the post as well, but I do like your style sir!rredmondhttps://www.blogger.com/profile/17763363624372117238noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-51189036932458792892009-04-29T01:34:00.000+01:002009-04-29T01:34:00.000+01:00Well, I do not think I can say we have "always" do...Well, I do not think I can say we have "always" done it, but as I say it is an old approach evident in previous works that just seems to have not been taken up (or made full use of) in the majority of cases. So, the point in this is to highlight the idea and encourage people who do not (or would not) to give it a whirl, and serve as a resource for those that already do.<br /><br />As Solar says, it is a form of interactive flexible play that adds to the game, and often is already evident, whether via house rules or circumstantial rulings.Anonymoushttps://www.blogger.com/profile/05646247954542936623noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-65627536427095680782009-04-29T00:51:00.000+01:002009-04-29T00:51:00.000+01:00I have always done something similar: rather than ...I have always done something similar: rather than just letting my players say "I attack (shake dice, roll dice)..." I have them tell me what they are trying to do with the attack (just get in a good hit anywhere they can, disarm, try to strike the legs, try to strike the arm, etc.) and then I make up a modifier to their attack roll on the fly based on how difficult I think the attack they are trying to pull off is, and I give them a corresponding bonus to damage and/or a special effect (like you spun around the giant and slashed at his hamstring, and now it falls to one knee and continues fighting from this disadvantageous position). This has always worked just fine for me, doesn't slow down gameplay and allows for very interesting commbats. None of my melees resolve themselves in an endless series of mind-numbing dice rolling, they always end up being entertaining affairs that normally finish in dramatic fashion.Anonymoushttps://www.blogger.com/profile/07648499022366444265noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-42077169603802282042009-04-22T17:45:00.000+01:002009-04-22T17:45:00.000+01:00Another thorough post Matthew. I would argue (in a...Another thorough post Matthew. I would argue (in agreement) that developing or being flexible with rules on-the-fly is not just more enjoyable but inherent to the RPG experience. This happens with almost any sort of game, be it a board game or computer game, people will always add 'house rules' or even be flexible to rule interpretation, just to make the outcomes more satisfying for the players involved.<br /><br />A good GM will usually read a situation and adjust or add rules to make it more engaging or 'fair'. If a GM can compensate for a players desire to perform a well-placed shield bash in a moment, rather than consulting a rulebook or denying the action outright, the whole flow of the role play is preserved and happiness reins.<br /><br />Some might say balancing such rules is a problem but I'm of the mind that preservation of the context is more important that keeping a stringent rule structure. In fact even having specific rules for additional combat actions is almost too defined for their purpose. The modifier to a shield bash would depend not just on proficiency but the opponent, how tired the player is, the ground underfoot, how much beer they had for breakfast... <br /><br />The rules for any system just provide the backbone for that system, and one or two broken bones is acceptable if it provides a little flexibility. The great thing about RPGs is they have a GM to take account of this and not just make it fair but actually to inject a sense of interactivity that is beyond mechanical or procedural input-output mechanisms. Thus they graciously leave the player to simply relish the experience, rather than get hung up on a specific point and find themselves taking extra levels in ruleslawer or munchin.Solarhttps://www.blogger.com/profile/11572173459598439129noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-87282761356174299812009-04-18T19:31:00.000+01:002009-04-18T19:31:00.000+01:00I'm very much looking forward to seeing this game!...I'm very much looking forward to seeing this game!Dan of Earthhttps://www.blogger.com/profile/04957424338566461756noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-21327120804450965872009-04-04T01:26:00.000+01:002009-04-04T01:26:00.000+01:00Yes, indeed, it is pretty straightforward stuff, w...Yes, indeed, it is pretty straightforward stuff, which paradoxically sometimes makes it difficult to explain. Whilst none of this need be tied to classes or levels, I should say that it is possible to do so, if the game master feels that such is appropriate (I generally do not).Anonymoushttps://www.blogger.com/profile/05646247954542936623noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-41139764429439004672009-04-03T00:49:00.000+01:002009-04-03T00:49:00.000+01:00They look simple and effective. Plus I like the wa...They look simple and effective. Plus I like the way they are not tied to classes or levels.Edsanhttps://www.blogger.com/profile/11619248696115787815noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-70603718914756505612009-04-02T00:40:00.000+01:002009-04-02T00:40:00.000+01:00Thanks! As I say, it is an old idea dressed up and...Thanks! As I say, it is an old idea dressed up and emphasised, rather than a true innovation. I first encountered the notion that second edition lacked "combat options" on a D20/3e forum, and was just amazed that people seemed to have read the combat chapter and ignored the spirit of the game!<BR/><BR/>So, for AS&SoH we are trying to make the idea more comprehensible without sacrificing the open ended way in which such things are supposed to be resolved.<BR/><BR/>A favourite <I>non sequitur</I> of mine is the question "How many hit points damage does a spike hammered into the head of an elephant do?" (a precaution taken to prevent military elephants from rampaging on the battlefield if control is lost), the answer of course being that it is a death effect, not an attack!Anonymoushttps://www.blogger.com/profile/05646247954542936623noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-86274001422094814412009-04-01T09:24:00.000+01:002009-04-01T09:24:00.000+01:00Good stuff Matthew. Simple and elegant, and with n...Good stuff Matthew. Simple and elegant, and with none of the "you don't have the token for that" guff that afflicted combat actions in 3E.<BR/><BR/>Very yoinkable.Chrishttps://www.blogger.com/profile/04072272223837426211noreply@blogger.com